Hello. I think this is the furthest I come with this model's textures until I download the engine and see the normal maps myself. Or one of you can get the model and try it out yourself and direct me on what to do. It is up to you.
Coming along nicely. I don't like the top texture. I feel like it needs some sort of detail/symmetry towards the edges, otherwise it just looks plonked on top. Also the bark texture looks a bit waxy, could do with a bit more of a grainy feel to it. Just my two cents, a picky bastard.
Do you mean something like this by detail symmetry towards the edges?
I am waiting for the skywind engine to become downloadble to tweak the bumps and specs further. The diffuse is too grainy so i guess it is better to play with the normals before deciding to change the diffuse.
Hey. This is how it looks now. with the same texture. guess i would be a better option to restart a new texture for the cap since I am not satisfied with the result. But ofcourse please state you opinion.
I designed the cap texture to be tilable so i had to slice the cap uv in pie shape. Thus I tried to camouflage the seams with adding additional polygons.
Those additional bumps definetly help to hide the seams, but is there no way to make it tile even better? On the other hand, I believe the player will most of the time view those from below rather than above, so I guess it doesn't matter that much. Looks good, perfect for Zafirbel Bay.
This looks nice i like it so far! The only thin i can think of at the moment is the UV seams, they are very noticeable. One thing that might fix this is have the model be in three separate objects. doing that will make them have three separate UV's. Then you can keep the bottom and top as a whole circle shape therefore no longer making seams. They can be combined into one object in the Kit. Also the texture where the top texture meets the bottom ya need to make them blend a little better i can give ya pointers if ya need any.
Can you give me your opinion on it now? I fixed the texture distortion on the vine, added a rock that the vine wraps around (to clear any confusion about how it supports itself) and added some dangling vines on the head of the mushroom.
@xeniph Nice, much better. Trunk could be a bit thicker, but is ok. It's all about the details now. I think nobody will blame you if you don follow precisely the concept and just go crazy about it. Anything to make it look good is good. At the side note concerning hanging vines, wind sway can be added later. Do it vertically straight as initial position. And please get rid of this worm tail
I changed up a bunch of little things for you to take a look at and take inspiration from if you don't mind :)
1: Cleaned up the rock mesh to make it more rocky, before it looked like a pile of earth as it had to defining edge
2: Gave the vine a bit of scale and 'organic' growth around the rocks shape, Also made it thicker closer to the bottom of it.
The texture could also be changed up slightly in the future, I would suggest you make the vine texture seperate and then stretch out the UVs to remove the stretching that the vine texture currently has
Basically wind animation in Skyrim is a rotation. But properly rigged it will get bent. I don't really understand what difference it makes for you. To be clear, it does not has to be rigid straight like a stick, as any organics it should have some natural deformation. Just make sure your hanging stuff is pointing down like it would normally do. Animation will take care of the rest.
1.Made the rock "rockier",giving it much more sharp edges and adjusted vine to respond to new rock shape.
2.Added a transition between the Mushroom head and the vine to make it look more organic.
3.Got rid of "worm tails" . (Straightened hanging vines.)
Please give me feedback and tell me if you think something looks ugly etc.
I also made the vine thicker near the head of the mushroom as that would make sense as it has more pressure on it than the parts supported by the rock.
Hey folks, sorry its taken so long, been quite busy. I've just about finished my sculpt of indalus' mushroom 1. I've sort of made a blend between that and wizafriz's concept from the OP. Happily though, I seen to have inadvertently gone with something pretty close to the Shnatzel's reddit picture above. I'll post up some pics when I get back after the weekend.
Here's a bit of a preview of the mushrooms, in an existing unity scene.
And here's a quick maya render.
So they're at 1k texture and normal maps. I intend to improve the UVs quite a bit so I should be able to increase texture quality. The thing is, I mistakenly had been taking the 1k poly count to mean 1k quads, but now I'm concerned that it really meant triangles. They're at around 1.6k triangles now. I could get that down by another few hundred, but once it gets too near 1k, the shape starts to break down quite a bit. Think I modelled myself into a corner in that regard, need the polys for the multi stems. Is there any wiggle room on the polycounts?
Here's a few pics from the original sculpture for anyone that's interested. Had to sacrifice a lot of detail for the low res model, but hopefully the idea comes across. Wanted to give it an almost creature-like quality.
What is the chance of making a few generic variants, Like a free standing one, One attatched to the slide of a cliff (No partner rock though, Just the mushroom) and another generic free standing one for plonking around.
I'm working on a retopologized verision at the moment. I've got the polycount down to 1.3k triangles, but I really can't go much lower without seriuosly compromising the silhouette and general form. Can anyone tell me if that's going to be acceptable?
I guess I can make a couple of variations with a lower polycount, maybe to accompany a few, more sporadically placed, large ones.
Ok great, I'm just going to do a bit more work on it then, need to fix up some UV seams, and maybe tweak the bake a little bit.
Which maps do we need, I assume just texture, normal and specular maps? I can bake out the displacement maps too, if necessary. Does the Skyrim engine use parallax normal mapping?
Also, what format will I export everything as, the model and textures? Do I just attach the files to a comment here?
If you can convert it to *.NIF format - then i think it's the best (you can found nif-plugin for 3DSMAX in corr. thread: https://tesrenewal.com/forums/tools-and-coding/nif-importexp...), if you cant - *.OBJ is must universal format. Final texture format is *.DDS.
I think you better contact GrumpyCat, but looks like he isnt responding. Then maybe you can attach archive here.
Ok, thanks! I'm using Maya and I found and downloaded the Maya nif plugin, but I can't figure out how to install it. Manual says have windows install, but I can't find any kind of executable. Might have to go with *.OBJ.
I don't know about the chat, haven't used it yet myself.
I just got the nvidia plugin, so should be good for the dds format. I'll have another look at the NIF plugin tomorrow. I'll keep you posted, thanks for your help!
I would suggest finding a copy of 3ds Max and installing the Nif tools for it, As Mayas NIF tools are crap and Don't work 90% of the time (This is speaking as a Maya user)
Blender also has a semi-functional NIF exporter.
I have to say, darth_valheru, that is spectacular!! Love the design and the potential for variations is great!! Likewise to Erik's new-emperors, particularly like the cap shape and textures!
Great job, guys!
I can't seem to give Karma to anyone though, can't click the thumbs for some reason! :(
Hello. I think this is the furthest I come with this model's textures until I download the engine and see the normal maps myself. Or one of you can get the model and try it out yourself and direct me on what to do. It is up to you.
Cheers!!
Coming along nicely. I don't like the top texture. I feel like it needs some sort of detail/symmetry towards the edges, otherwise it just looks plonked on top. Also the bark texture looks a bit waxy, could do with a bit more of a grainy feel to it. Just my two cents, a picky bastard.
@GrumpyCat
Do you mean something like this by detail symmetry towards the edges?
I am waiting for the skywind engine to become downloadble to tweak the bumps and specs further. The diffuse is too grainy so i guess it is better to play with the normals before deciding to change the diffuse.
Hey. This is how it looks now. with the same texture. guess i would be a better option to restart a new texture for the cap since I am not satisfied with the result. But ofcourse please state you opinion.
I designed the cap texture to be tilable so i had to slice the cap uv in pie shape. Thus I tried to camouflage the seams with adding additional polygons.
Those additional bumps definetly help to hide the seams, but is there no way to make it tile even better? On the other hand, I believe the player will most of the time view those from below rather than above, so I guess it doesn't matter that much. Looks good, perfect for Zafirbel Bay.
Hey darth,
This looks nice i like it so far! The only thin i can think of at the moment is the UV seams, they are very noticeable. One thing that might fix this is have the model be in three separate objects. doing that will make them have three separate UV's. Then you can keep the bottom and top as a whole circle shape therefore no longer making seams. They can be combined into one object in the Kit. Also the texture where the top texture meets the bottom ya need to make them blend a little better i can give ya pointers if ya need any.
Oh and i really like the concept ya did
x
http://www.mediafire.com/download/s8l8su7hqt85igb/mushroom2.rar
Can you give me your opinion on it now? I fixed the texture distortion on the vine, added a rock that the vine wraps around (to clear any confusion about how it supports itself) and added some dangling vines on the head of the mushroom.
@xeniph Nice, much better. Trunk could be a bit thicker, but is ok. It's all about the details now. I think nobody will blame you if you don follow precisely the concept and just go crazy about it. Anything to make it look good is good. At the side note concerning hanging vines, wind sway can be added later. Do it vertically straight as initial position. And please get rid of this worm tail
I changed up a bunch of little things for you to take a look at and take inspiration from if you don't mind :)
1: Cleaned up the rock mesh to make it more rocky, before it looked like a pile of earth as it had to defining edge
2: Gave the vine a bit of scale and 'organic' growth around the rocks shape, Also made it thicker closer to the bottom of it.
The texture could also be changed up slightly in the future, I would suggest you make the vine texture seperate and then stretch out the UVs to remove the stretching that the vine texture currently has
Some ivy fixing roots texture highly recommended/

Thank you for all the feedback I really appreciate it.
Vita Wind sway that makes them bend or that rotates them?
Basically wind animation in Skyrim is a rotation. But properly rigged it will get bent. I don't really understand what difference it makes for you. To be clear, it does not has to be rigid straight like a stick, as any organics it should have some natural deformation. Just make sure your hanging stuff is pointing down like it would normally do. Animation will take care of the rest.
Progress:
1.Made the rock "rockier",giving it much more sharp edges and adjusted vine to respond to new rock shape.
2.Added a transition between the Mushroom head and the vine to make it look more organic.
3.Got rid of "worm tails" . (Straightened hanging vines.)
Please give me feedback and tell me if you think something looks ugly etc.
I also made the vine thicker near the head of the mushroom as that would make sense as it has more pressure on it than the parts supported by the rock.
Don't really know what else to add.....Is it finished?
What resolution should I be aiming to get the main texture down to?
I think mushroom cap could be more horizontal oriented.
If in magical world it's function still have sense.
bump
This pic has been making rounds on Reddit, I suppose it can be relevant as reference ;)
this is a reference we are using for grazelands.
Here are several more images for flat cap mushrooms.
Hey folks, sorry its taken so long, been quite busy. I've just about finished my sculpt of indalus' mushroom 1. I've sort of made a blend between that and wizafriz's concept from the OP. Happily though, I seen to have inadvertently gone with something pretty close to the Shnatzel's reddit picture above. I'll post up some pics when I get back after the weekend.
Here's a bit of a preview of the mushrooms, in an existing unity scene.
And here's a quick maya render.
So they're at 1k texture and normal maps. I intend to improve the UVs quite a bit so I should be able to increase texture quality. The thing is, I mistakenly had been taking the 1k poly count to mean 1k quads, but now I'm concerned that it really meant triangles. They're at around 1.6k triangles now. I could get that down by another few hundred, but once it gets too near 1k, the shape starts to break down quite a bit. Think I modelled myself into a corner in that regard, need the polys for the multi stems. Is there any wiggle room on the polycounts?
Here's a few pics from the original sculpture for anyone that's interested. Had to sacrifice a lot of detail for the low res model, but hopefully the idea comes across. Wanted to give it an almost creature-like quality.
holy crap that is slick!
Love it.
What is the chance of making a few generic variants, Like a free standing one, One attatched to the slide of a cliff (No partner rock though, Just the mushroom) and another generic free standing one for plonking around.
Such nice thing! Please make moar!
Now that is one good looking mushroom.
Hey, thanks guys, glad you like it!
I'm working on a retopologized verision at the moment. I've got the polycount down to 1.3k triangles, but I really can't go much lower without seriuosly compromising the silhouette and general form. Can anyone tell me if that's going to be acceptable?
I guess I can make a couple of variations with a lower polycount, maybe to accompany a few, more sporadically placed, large ones.
This is what its like at the moment...
Some morrowind models have more trianges, so i think that's good.
I want to look on nif and make more variants of this thing.
Ok great, I'm just going to do a bit more work on it then, need to fix up some UV seams, and maybe tweak the bake a little bit.
Which maps do we need, I assume just texture, normal and specular maps? I can bake out the displacement maps too, if necessary. Does the Skyrim engine use parallax normal mapping?
Also, what format will I export everything as, the model and textures? Do I just attach the files to a comment here?
If you can convert it to *.NIF format - then i think it's the best (you can found nif-plugin for 3DSMAX in corr. thread: https://tesrenewal.com/forums/tools-and-coding/nif-importexp...), if you cant - *.OBJ is must universal format. Final texture format is *.DDS.
I think you better contact GrumpyCat, but looks like he isnt responding. Then maybe you can attach archive here.
Ok, thanks! I'm using Maya and I found and downloaded the Maya nif plugin, but I can't figure out how to install it. Manual says have windows install, but I can't find any kind of executable. Might have to go with *.OBJ.
What can I use for saving as *.DDS?
Is chat off agan?
You can use DDS plugin for PhotoShop by NVidia https://developer.nvidia.com/nvidia-texture-tools-adobe-phot... , for example.
I can make NIF from OBJ if you need.
I don't know about the chat, haven't used it yet myself.
I just got the nvidia plugin, so should be good for the dds format. I'll have another look at the NIF plugin tomorrow. I'll keep you posted, thanks for your help!
Chat is also down for me.
I would suggest finding a copy of 3ds Max and installing the Nif tools for it, As Mayas NIF tools are crap and Don't work 90% of the time (This is speaking as a Maya user)
Blender also has a semi-functional NIF exporter.
DeVision!! awesome job!
and here are the viny mushrooms that I have been working on. There are 14 pieces actually that can be combined.
They are very nice. It will be great diverse with that: https://trello.com/c/MhmiqYWH/176-new-emperor-parasols by Erik
I have to say, darth_valheru, that is spectacular!! Love the design and the potential for variations is great!! Likewise to Erik's new-emperors, particularly like the cap shape and textures!
Great job, guys!
I can't seem to give Karma to anyone though, can't click the thumbs for some reason! :(
Pages